Demo Data from SIGIR 2026 / reviewers in the wild / expert
Edmund Wan
dblp:319/3893
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality locomotion |
0.6 | 1 | 2022 | Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022 |
Immersive interaction › virtual reality locomotion
walking-in-place |
0.6 | 1 | 2022 | Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022 |
Immersive interaction › virtual reality
cybersickness |
0.2 | 1 | 2022 | Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022 |
Methods — techniques the papers use, named apart from their topics
think-aloud protocol · 0.6self-report · 0.6observation · 0.6interviews · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Understanding User Experiences Across VR Walking-in-place Locomotion MethodsabstractNavigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces. Chek Tien Tan, Leon Cewei Foo, Adriel Yeo, Jeannie Su Ann Lee, Edmund Wan, Xiao-Feng Kenan Kok, Megani Rajendran |
CHI | 5 |